/Engine/Source/Runtime/Engine/Classes/SparseVolumeTexture/SparseVolumeTexture.h
Represents a streamable SparseVolumeTexture asset and serves as base class forUStaticSparseVolumeTextureandUAnimatedSparseVolumeTexture. It has an array ofUSparseVolumeTextureFrame.
class UStreamableSparseVolumeTexture : public [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture)
TEnumAsByte< en...
AddressX
The addressing mode to use for the X axis.
TEnumAsByte< en...
AddressY
The addressing mode to use for the Y axis.
TEnumAsByte< en...
AddressZ
The addressing mode to use for the Z axis.
TObjectPtr< cla...
AssetImportData
bool
bLocalDDCOnly
If enabled, the SparseVolumeTexture is only going to use the local DDC. For certain assets it might be reasonable to also use the remote DDC, but for larger assets this will mean long up- and download times.
FVector4f
FallbackValueA
FVector4f
FallbackValueB
TEnumAsByte< en...
FormatA
TEnumAsByte< en...
FormatB
TArray<TObject...
Frames
uint8
InitState
int32
NumFrames
int32
NumMipLevels
FIntVector
VolumeBoundsMax
FIntVector
VolumeBoundsMin
FIntVector
VolumeResolution